Warcraft magic should finally have unchanging rules. Let's try to fix it

A the beggning WOW magic system was mostly unknown but much more flexible. As an Arcane user, you may have risked contact with Fel. As a Fel user, you could channel power from Death ect. After the rather controversial (depends who you ask) introduction of the cosmic chart in the chronicles, the magic become more ordered (no pun intended I swear). However, some aspects of their powers are still flawed. They are ofter quite inconsistent and unbalanced. Some magic are too powerful while others seem weak in comparison. Some are jsut much stronger, which makes it foolish to choose any other schools.

First let’s look at Powers which for me don’t need big changes:

Light :sun: - This power seems to very well thought out. His main strength is healing and defense, but is still capable of dealing damage. Holy is especially devastated to Death and Void. If I were to add some visible weakness to it, Nature should be the one that absorbs the energy of light to becomes stronger.

Midnight added Lightblind, which is a good addition in my personal opinion, too much Holy makes you focus only on the target, ignoring everything else, which perfectly reflects the*philosophy of Light, which sees only one path.

Fel. :dracthyr_comfy_green: To be honest, Fel is perfect the way it is, almost all the point were used for damaged and sometimes that’s ok.

Summoning a horde of demons, direct destructive powers and ability to drain life and creating portals allows for some survivability, make this power really well balanced. The downside of this magic has always been defense. Its users often destroyed themselves by using Fel even as a beginner.

Powers requiring improvement :

Death :skull_and_crossbones:- should be more about summoner’s power and creativity of users. It may not be as strong in direct combat as others, but will overwhelm enemies with an scheer numbers of Undead army. A variety of familiars should also be taken into account. If necromancer fighting a fast opponent, must create equally fast creatures. When fighting tanks, create abominations that can beat them. Flying enemies? Create army of skeleton archers. Alchemy should also be much more recognizable

This magic should always be played for time. The more time gained = the more powerful the army build. As we see with the Plague of Lordaeron, the entire plan was for Humans to find out as late as possible. I really hate Bastion and Ardenweald as part of SL. If a major retcon really coming soon, they should make Bastion a Titan structure and Ardenweald a stolen part of Emerald Dream.

I always like the hard-to-kill aspect of death users. Necromancers should cheat death by surviving without orgnas, securing the soul in a phylactery or creating spare bodies. I know WOW typical Death power fantasy is a death knight fighting solo with a pala. But I feel it doesn’t fit with how this school of magic generally works.

Void :splatter:- This magic always seemed to harm and corrupt the minds more than the body, unlike Fel. Which was a great way to highlight the two powers individually. Cultist should use mental attacks, confuse opponents with illusions, use visions of the future to outsmart others, perform powerful rituals that drive everyone around insane or unleashing rifts to the void realm. Even performing possessions and use others as a puppets for direct combat. Manipulation and use of others. For me, this is the main strength of this power. Of course, with all this comes the risk of falling into madness and becoming a slave to the whispers.

But now, after the Xal invasion, I feel this aspect has been quicky forgotten, and the Void has become merely purple demons. Where is the mind game of manipulation, false visions, and illusions? Imagine if, under the influence of voidstorm, mass cases of delusion began among our troops. The mere presence of the Void should have caused mass panic especially around weak minded civilians. Part of Silvermoon quests should be devoted to the psychic struggle against the Voidstorm influence. We created whole magic capes in BFA only to stop the weakest old god from flowing into our minds, but we have nothing like that against the power of the void lord.

Powers that should have been better thought out and even retconned :

Below I wrote about weakest and strongest magic.

Nature :herb: -here we should focus on the aspect of evolution and adaptation

Nature technically has no big strengths but a ton of weaknesses. It have nothing that could surpass other powers. The easiest force to pollute, corrupt, conquer, is extremly passive and for some reason limited by the environment but any other magic don’t have that problem. That’s why I believe this magic should have selling ability to adapt to other powers. It’s nature’s way, when encounters a problem, adapts to it, absorbs its properties, or becomes immune to it over time by evolving. Something like zerg or Tyranids. But changing too quickly would lead to the mind going wild, so it is a risky tactic and just like death, it needs time to growth in strenght. One thing that is really needed is to show that nature is actually one of the 6 elements of the cosmos. The magic of Life should be available everywhere and manifest as a gentle green magic looking like spectral roots resemble veins of energy

With the adaptation to other magics, i’m not saying they would gain the all exactly same skills, but some resistance to them or taking over some of the advantages of this power would be interesting.

Arcane :man_mage:. - Let’s be honest, appearance preferences aside, mages are the best class you can choose. They’re incredibly versatile, have almost no downsides, and have access to other powers.

Like Paladin, they can create powerful barriers.
They heal through chronomancy like priests.
Polymorph is their simplified version of druidism.
They have access to the elements of fire and ice like shamans.
They possess pure destructive powers like warlocks.
They are extremely mobile like DHs thanks to teleportation.
They can basically create something out of nothing.

If each of us were to enter the world of warcraft, everyone would know that as a mage you have the best chance of a peaceful life. therefore, for me nerfing the arcane is necessary for lore balance.

The most imortant thing is to let spells outside of combat have consequences/limitations

Time magic should only temporarily heal wounds. Technically, the wound never disappeared, you didn’t travel back in time to stop the attack at that specific moment, so the wound should return over time. Eating magical food should be detrimental in the long run. It should technically work like a mana addiction. The more processed mana you eat, the more your body malfunctions without it. This is also a major problem in lore. I’ve seen hunger often be a common problem in quests when a mage NPC was nearby.

Other than that, I don’t know how to weaken arcane in a battle context, but it is necessary. Do you have any good ideas?

I also don’t like the fact that over time, every magic starts to have the same abilities. ( Im looking at you Light Necromancy, ugh :roll_eyes:) Soon every magic will have skills from other schools and the only difference will be the color of the spells. The most important key skills must remain in this one school.

I might add something more to the post later, but I started this thread more for discussion purposes, so I’m waiting for your opinions and ideas.

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I’m very much on the same page here, especially when it comes to keeping each cosmic force distinct in identity rather than just visuals.

I don’t really see this as something that needs to “counter” Blizzard’s direction, but more like an opportunity to enhance it in a way that makes the system feel deeper in actual gameplay and storytelling.

Right now, a lot of the magic schools are starting to converge in functionality (everyone borrows a bit of everything), which makes them feel less like philosophies of power and more like different spell skins. What I like about your framing is that it pushes each school back toward a clearer identity with meaningful tradeoffs.

Even small adjustments in that direction could go a long way—for example:

  • making Void more consistently about psychological pressure and perception rather than just physical manifestations
  • reinforcing Death as time- and resource-driven inevitability rather than pure combat dueling
  • giving Nature more visible identity as long-term adaptation rather than passive “background life magic”

None of this requires a redesign—just more consistency in how these forces express themselves in quests, encounters, and player-facing fantasy. (IMO ofcourse!)

Great read, I really like it! :flexed_biceps: :grin:

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death isn’t even a real magic

blood, plagues

these are not death these are life

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Isn’t that part of the fun of having various forces? Some people say it’s evil but maybe for these two, playing dirty is just a figment of mortal imagination. They’re just doing what they do best to win.

I’d say Death is a parasitic magic. As you said, most of its spells are based on materials from the realm of life, like corpses or blood. Perhaps the most original death magic is the magic of domination and ice. Although that’s strange, since to the element of water access also have mages, shamans, druids. Maybe possessions are the purest form of death magic

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I think you’re onto something there. Death magic already seems to borrow heavily from themes we see in fungi and decomposition—organisms that thrive on decay and can even take control of living hosts. If you push that concept through a fantasy lens, domination magic starts making a lot of sense.

As for ice, I’ve always interpreted it as the absence of life’s warmth. Corpses are cold, death drains heat, and many cultures associate warmth with life itself. In that sense, Death ice feels less like elemental frost and more like the physical manifestation of life’s energy being stripped away. I do wish the visuals leaned harder into that fantasy, though. More ghostly mist, spectral imagery, or signs of souls being trapped would make it feel distinct from ordinary frost magic.

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As I read your post again, and now that we’ve ended the first part of Midnight with the Dawnwell, I actually think the unification of the elven tribes creates a unique opportunity to explore some of these ideas. :exploding_head:

Rather than treating Fel, Void, Death, and other volatile powers as forces that are simply forbidden, Silvermoon could become a place dedicated to understanding and refining dangerous magic. Humanity learned to work with things like radiation and nuclear energy through study, safeguards, and responsible use; it would be interesting to see the elves take a similar approach to cosmic forces moving forward. I’d especially enjoy seeing that evolution reflected in Silvermoon’s architecture, institutions, and questlines, making it a visible part of the world rather than something only discussed in the background.

The Dawnwell already seems to hint at this philosophy. When Umbric used the Void crystal to help calibrate its Void aspects, it suggested that even volatile powers can be balanced when combined with other cosmic influences rather than being left unchecked. We’ve seen similar ideas before with the Arcan’dor, where Arcane and Nature magic had to exist in balance rather than one overwhelming the other. To me, both examples suggest that harmony between forces can be just as important as opposition between them.

The recent exploration of the connections between elves, trolls, and the Harranir only makes this more interesting. A united Silvermoon could become a place where different magical traditions are shared and refined, combining centuries of arcane knowledge with druidic, shamanic, and other practices preserved by related cultures.

With the elves no longer relying on a single source of power, I’d love to see Silvermoon evolve into a center of magical research where every school of magic is studied, understood, and perfected. It would show real cultural growth while also feeling like a practical response to threats such as the Void, Fel, and Death—especially with Northrend becoming relevant again.

It would also reinforce the idea that mastering a X force or X magic isn’t the same thing as being corrupted by it.

…Though if all that cultural exchange somehow resulted in Thalassian druids and shamans one day, I certainly wouldn’t complain. :laughing:

Also yeah, I had way too much coffee today, so my brain is currently operating on equal parts lore speculation and hopium. :joy:

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Using fog/mist to simulate death is a brilliant idea. It appears when it’s cold and often symbolizes the soul leaving the body. Mist It’s the ghosts domain.

I recently created a thread about the changing power of Dawnwell over the years and the future opportunities it offers the Sin’dorei.

Seeing the new Quel’tahlas, I feel like the warlocks are being treated unfairly and deserved more. The essence of aracn’dor is now inside the well, so it creates a oppurtunities to see more of nature’s magic among the blood elves.

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Oh Nightprophet ~ :musical_notes:

Did you do the Omnium Folio quest?!

Because the moment I did it, I immediately thought of this post.

I’m probably being overly optimistic, but the idea of Quel’Thalas actively studying and cataloging different cosmic forces feels like the exact kind of foundation needed to move beyond the old “purple = bad, green = bad, yellow = good” approach to magic.

What excites me most isn’t the gameplay system itself—it’s what it could mean for the setting. After everything the elves have experienced with Arcane, Fel, Void, Light, Life and Death or how the Elemental forces interact with these, it feels natural for their culture to evolve into one focused on understanding dangerous magic rather than simply fearing it.

I’d love to see this idea continue to grow beyond quests and books and become part of the world itself: researchers, debates, schools of study, and different philosophies on how these powers should be approached.

The Omnium Folio feels like a small piece of lore, but it could be the groundwork for some really interesting worldbuilding if Blizzard decides to build on it.

I’ve had this theory, or idea that each of the elemental magics kind of line up with one of the comsic forces.

Obviously decay and death go hand and hand. Likewise with Spirit and Life.

Fire I feel is closely related to Fel (disorder, or chaos, you pick, Blizzard doesn’t care). Fire can become unruly and out of control very quickly, making it harder to contain. Also helps that fire tends to be used a lot by Fel users (Warlocks).

Water feels related to the void. We already have the N’zoth imagery for this one. But just as the void sees infinite truths, water can be flexible. Plus as a joke, cats are liquids, water is a liquid and black cats are called Voids. Thus water is void.

Earth and Order (arcane) can go hand in hand. Earth is rigid, immovable and structured.

Thus leaves air and the Light. To be honest, I got nothing on this and this is where my little idea falls apart.

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Don’t sell your idea short, these are great!

Air and Light fit surprisingly well—heavens, divinity, and divine judgment are often associated with the sky, and lightning is both a source of light and a classic symbol of divine wrath.

So Air already feels like a natural counterpart to the cosmic force of Light! (Just aks Odyn! Shame we really never got a proper fuse animation for it) :flexed_biceps::grin:

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Trying to set hard, unchanging rules arguably got us into the existing predicament because future writers hate being limited by continuity.

But if that wasn’t a factor? I hit the “nuke all the modern cosmology lore and go back to pre-chronicles” button tbh.

Full stop, first thing i’d change is bringing the corruption of arcane magic back. It’s absurd how much it actually matters to the worldbuilding built is just so flagrantly ignored by the moronic cosmology we’ve been saddled with 10 years after most the setting was given it’s proper set foundations. First thing mage players were told back in the day was the arcane laws, including that it was addictive and corruption, and that these were primary things the Kirin Tor was aware of and tried to consciously work around.

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So I was reading about nano-diamond power cells, and my lore-damaged brain immediately went, “hang on… are Blood Elves and Draenei one good patch away from magical crystal infrastructure becoming relevant again?”
:exploding_head: :eyes: :dracthyr_uwahh_animated:
Because honestly, with the Dawnwell and the Omnium Folio now in play, Midnight feels like it has the setup for a really strong post-expansion payoff if Blizzard wants to go there:

Let Quel’Thalas restoration become a visible magical infrastructure project.

Not just “the zone is safe now,” but an actual rebuilding effort where Blood Elf arcane crystal systems, Draenei crystal engineering, and other cultural traditions are used to stabilize lands damaged by Void/Light conflict and leave behind something lasting.

Blood Elves already had floating crystal infrastructure back in TBC, and Draenei crystal tech has always felt like one of those ideas that should be doing way more in-world than just looking pretty.
Midnight feels like the perfect time to bring both of those ideas forward and turn them into something tangible: leyline stabilizers, purification pylons, warding relays, healing reservoirs, containment structures, magical filtration networks—the kind of arcane public works that make a place feel like it’s actually healing instead of just being declared healed because the raid boss finally fell over.

And I think the really fun part would be making that restoration visibly multi-cultural, because Quel’Thalas is one of the few places where that actually feels earned right now:

  • Blood Elf / Draenei crystal systems as the backbone of the infrastructure itself
  • Night Elf moonwell-style purification worked into healing sanctums or recovery sites
  • Nightborne botanical/arcane restoration after the whole Arcandor saga, especially for blighted or magically exhausted land
  • Troll and Harranir life-magic traditions for Loa-blessed cleansing, regrowth, and reconnecting damaged wild spaces
  • Shamanic support from tauren/orcs to calm elemental or spiritual damage left behind by all the cosmic nonsense

A cultural mix of these styles, tailored to Quel’Thalas and Eversong’s visual identity, would make the whole idea pop even more—especially if it also fed into housing items or future neighborhood-style options for elven lands.

And I’d honestly go one step further: If Quel’Thalas is rebuilding after repeated contact with Void, Light, Scourge, and every other flavor of magical catastrophe this setting keeps throwing at it, then part of that restoration should probably involve the people who actually know how to contain, inspect, and survive dangerous magic without immediately exploding. Warlocks, demon hunters, death knights, void researchers—even the kind of experimental work we’re already seeing with things like Astalor’s Anguish / Pray system—there’s a lot of room for Midnight to show that rebuilding a magical homeland isn’t just about cleansing it, but also about learning how to safely manage the things that keep trying to kill it.

And the nice thing is this doesn’t even have to stay abstract or “lore book only.” You could show it in very practical ways:

  • a restored Ghostlands corridor where crystal pylons, moonwell-fed sanctums, and Loa-blessed regrowth are actively pushing back the scars of the Scourge and Void damage
  • a Dawnwell-linked purification network across Quel’Thalas that helps explain how the region is being stabilized long-term instead of just surviving one expansion at a time
  • a shared restoration district / research enclave where Blood Elves, Draenei, Nightborne, Trolls, and others are visibly working on magical containment, healing, and land recovery together—with some of the more dangerous-force specialists acting as inspectors, wardens, or containment support instead of just standing off to the side looking suspicious

That kind of payoff would do a lot for the setting because one thing WoW often skips after major conflicts is showing what people actually built afterward. Not just scars, not just a victory cinematic, but new infrastructure, new rituals, new landmarks, and a visible sense that people learned from the disaster and made something better out of it.

TL;DR: If Midnight is supposed to shape the future of elven lands, I’d love for that future to look **built**—not just defended.

PS: Yep, today had tons of coffee and a big does of hopium! Sorry for the Wall Text! :rofl:

Yes, I saw it, and I’m curious to see where this is goes. The artifact itself looks too unique to be just a one-patch attraction. I find a bit surprising that royal family was researching Fel and Void. Witch is another thing that makes the exile of the Void Elves out of place. They should become Void Seekers of Visdom. If Dawnwell is the one to activate Omnium, I think both the Well and the artifact will share more stories together. I’m also wondering why the Sunstrider Omnium features so much lunar iconography—perhaps it’s a relic/technology from the era of the Kaldorei Empire?

So far, we see that Omnium possesses Arcane, Void, Fel, Light, and Fire knowledge. Maybe they’ll add other types of magic in future quests, but the model doesn’t seem to have slots for other magic orbs. Although they can be added without changing the appearance of the Omnium. I like to think that Dath’Remar didn’t study Nature because of a grudge against the druids.

Arcane magic should seem easy and safe, yet secretly create the most massive consequences. In fact, we’re already seeing this with the mountain of problems that time magic has caused us. Maybe we should have many opponents created from Mirror Images. That spell technically splits your consciousness, so the longer it remains separated from user and experiences different emotions, the more distinct it should become from the original over time. It would be cool to see Kalecgos fighting an evil Kalecgos who believes he is better than the original.

Or we could go the other way: with so much sensory information from the mirror images flooding the original brain, the mage starts developing mental illnesses for example confusing the things right in front of them with the actions of the copies.

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Theses are largely cosmic powers . Forgive me i forge the name but one of the in-game codex books talks about how elements and cosmic forces are unstable on there own. And usualy bind to another force for stability

Hence why the firelands is not jsut fire it is also earth and magma

I feel like this is a cannon reason for the rules being different from user to user as depending where exactly you draw your magic from it. Ould actually be a combination of different elements and cosmic forces.

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Man, I was kinda hoping for a story like this in Midnight.

Something like the blood elves detonating the dying Sunwell to deny its corrupted power to Xal’atath, then use the mana-extraction knowledge they learned last time they lost the Sunwell plus the warnings they learned from last time to move their culture to new power sources… but this time, unlike last time, their allies are there to help.

The nightborne part of elven reunification could be about aiding the blood elves in transitioning their well-based civil infrastructure - providing mana stores to keep those impressive floating spires from crashing into the city while they transition them to running on the lower-power ley lines instead, counseling citizens who feel the withdrawal, etc.

The void elf part of elven reunification could be about extracting the void energy that the Darkwell had fed back into the ley lines, preventing the blood elves and Quel’thalas in general from suffering from void corruption. Really hammer home how the average blood elf can now see them in action as defenders against corruption instead of agents of that corruption.

The night elf part of the ‘elven reuinification’ could be centered on assisting with Eversong as the Lightwood trees suddenly lose the magic that sustained their impossible growth and size. The night elves could have plenty of story opportunity to reflect on how this mission differs from the prior BC one.

Sigh

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That and more about the phoenixes,; espcially a’lar the Phoenix GOD

like was it some old loa/wild god type creature? a summon they bound to silvermoon/royal bloodline in ist foundatioion?

and for blood elfs

they should have/have ahd diffrent sources then just sunwell and have like all kinds of magic stored somewhere/in sue somewhere for sttudy and defense (and likle hwo to best ciombat x magic type and such)

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Weirdly enough, WoD frames it that mixed typed elementals are a sign of elements being unstable. During the quests at the Throne of the Elements you encounter a mixed elemental and it is because the elemental balance has been disturbed due to a mixture of AU Cho’gall corrupting the Earth Fury and the Warsong Dark Shamans.

Indeed, slag elementals should not exist upon the plateau. The plateau has grown unstable, causing the elemental spirits there to devolve and mutate. So long as an earthen fury is absent from the throne, the imbalance in the elements will worsen.

https://warcraft.wiki.gg/wiki/A_Wrong_of_Earth_and_Fire

Basically the element of spirit helps stabilize the main 4 elemental powers (fire, water, earth, wind). Draenor had tons of spirit energy, in contrast to Azeroth, which barely has any thanks to the World Soul eating it.

Personally I would believe actual elementals when it comes to matters concerning elementals.

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This is something I’ve so desperately wanted from the story of Midnight: how a nocturnal society centered around the moon and night suddenly decided to worship its literal opposite and completely change the fundamental routines of their daily life. Did some phoenix-like entity do so much for them that they started worshipping it? We still don’t know why the place of the Sunwell’s creation was so significant to the Amani. Why did they fight for those ruins to the scale of full blow war?

I’m curious about the choice of Ula’tek as a Snake Loa. !!!GASP!!! Birds are the snake’s greatest natural enemies. What if the war between the elves and the trolls was a manipulation by two higher powers? The Phoenix Loa and the Snake Loa used mortals like pawns in their divine war… OH MY GOD.

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Arcane is just as corruptive as any other cosmic magic, it’s just that that corruption looks pretty different from something like Fel or Void.

Arcane is generally “safe” because it’s so structured, so it’s harder to actually hit the tipping point that turns it into corruption… but when you do hit that tipping point, it tends to hit all at once. The wretched are right there.

It is/was SUSPOSED TO BE

wow after like classic to maybe wotlk pretyt much dropped that entiely